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As
a player in Space Troopers, you control the actions of a squadron of
marines working for a mega-corporation. Your squadron has been assigned
to the planet Sarin IV, specifically the Omega Quadrant. By undertaking
missions your squadron will be paid both in corporate sponsorship credits
and stellar cash. The former gives access to new skills and the latter
is used to buy better equipment. Space
Troopers is an open-ended game. While defeating ravening aliens or
undermining the operations of rival mega-corporations are victories,
these are generally localised and space is very big. With the constant
need for Sarinite, there will always be a demand for squadrons to be
shipped in from the rest of the universe. The
actions of squadrons effect the mega-corporations. Mega-corporations
cannot afford to have squadrons loafing around at the HQ. If your squadron
is not active, it will find itself on the next shuttle off-world. The World of
Sarin IV Delta
Sarin is a star in the Hercules constellation on the very edge of humanity's
expansion into the galaxy. Towards the outer rim of the star system
is a large planet, the fourth one out from the sun. Sarin
IV is a large rocky ball with a thin methane atmosphere. Oxygen levels
and temperature are so low that it is next to impossible to ignite
the atmosphere. This
world has limited indigenous life but nothing that is considered advanced.
The world however is the only known source of Sarinite. Mineral rights
in sector Omega are contested by four mega-corporations. Added to this,
aliens, pirates and independent companies also want a piece of the
action. While
your squadron is out in the field they attempt to maintain 'radio'
silence at all times. They will not communicate with other squadrons
except through the use of remote signalling and scrambled code. This
will cause significant time delays to the relaying of information.
This does not mean that players must refrain from sharing information
it merely means that while one of your squadrons may discover a claymore
field and avoid it, another may well blunder into it during the same
week if they are following the same route. However you could use the
discovery of the field to plot a different course for your second squadron. Game Method The
game is broken down into game weeks. During a week a squadron has a
set number of movement points. This allows the squadron to move over
the rocky terrain of Sarin IV. Orders
to move along with orders to perform other actions are entered into
the boxes on the turn card. These orders have specific formats that
can be found both at the end of these rules and with explanations of
the individual orders throughout these rules. Your
first game printout should be enclosed with these rules, showing the
marines you recruited and their equipment and skills. All
the information needed to begin playing Space Troopers is provided
in these rules and on the initial printout. There is no waiting list
or delay while a game fills up. Space Troopers is an open-ended game
and new players can enter at any time. Due to the high death-rate of
marines, new players to the game will probably not be overly burdened
with being left behind. While
all marines are trained in the basics of using simple weaponry and
armour and have access to open skills, all specialise in one field
or another. This specialisation opens new areas of training allowing
them to develop skills when they have enough corporate credit and skill. These
can be learned by all marines irrespective of their specialisation.
They are generally low skilled but cover aspects such as use of emergency
medical aid, use of scanners and some slightly more advanced forms
of arms and armour. These
marines use the biggest and most destructive weapons and armour. To
begin with they have access to rotary canons and plasteel plate combat
outfit, but with corporate credit and skill can learn to use multi-salvo
rocket launchers and mechanised powered assault armour. While
all marines can train in the use of basic field medical procedures,
the medic can use more advanced equipment that can mean the difference
between life and death out in the field. Medics also specialise in
biochemistry and as a consequence can put their skills to other uses
beyond being merely physicians. These
are trained in the use of scanners, computers, security systems, repairs
and many other devices, all of which can prove invaluable to a squadron.
They are also pilots and geologists, which is very useful when one
of the major roles of a squadron is discovering new sources of sarinite. There
is more to setting charges than dumping a lot of plastic in one location
and flicking a switch. These marines specialise in getting close and
leaving a very nasty surprise. Destroying rival mining operations can
be made a hell of a lot easier using explosives than by using heavy
weapons. These marines are also trained in the laying of claymore fields
and booby-traps. As well as setting explosives, they are capable of
defusing them, although this does have its risks. To
begin with your squadron is Rank 1(Green). This entitles the squad
to five marines. As it completes missions, it will gain unit experience
and be promoted. At Rank 2 another marine can be recruited. The maximum
rank is Rank 5(Elite) that entitles you to recruit marines to form
a squad of nine marines. This is the maximum squad size. Death
of members however will decrease unit experience by a percentage equal
to the casualty rate, e.g. the death of half your marines will decrease
squadron experience by half. This can lead to demotion as your rank
is based on squadron experience. This may result in not being able
to replace members of a squad that have been killed. Mega-corporations
are ruthless. They do not take kindly to having their marines turned
into sushi by gross incompetence! As
there is a limit to the number of marines in any one squadron, it is
often the case that squadrons themselves specialise. For example a
squad with marines specialised in demolitions will be used to set explosives
on enemy mining operations rather than engage in open combat. They
may even be used to lay claymore fields in enemy territory. Field techs
may only feature within groups attempting drilling and surveying operations.
Squadrons with only heavy weapons may be used purely for blowing the
stuffing out of enemies once you have located their presence using
your field tech squad as advanced seekers. More
likely however you will use groups that feature primarily heavy weapons
with one or two of the other professions. The heavy weapons acting
as support for the other specialist or in the medic's case, support
for the heavy weapons. As stated previously, squadrons often co-ordinate
their movement in order to make the most of gathered information. At
the end of your turn is a listing of the marines in your squadron and
a number of statistics. These statistics cover everything from mental
and physical aspects of the marine to training and equipment. Name This
is the name of the marine. Profession There
are four professions as stated above. Skill This
increases with the number of missions completed by the marine. It determines
the maximum level of skills that can be bought for the marine. Mega-corporations
will not blow training on anyone who has not proved themselves in the
field. Physical Prowess Corporate
credit can be used to purchase new and exciting methods of boosting
physical capabilities. These include neuro-adrenalin injectors, subdermal
implants and such forth. The skill of the marine will determine the
level of technology that a mega-corporation will use on a marine. There
is no limit to the amount of corporate credit that can be spent on
individual marines but the higher skilled get a better return per corporate
credit. Physical prowess gives bonuses in combat. Technical Aptitude Corporate
credit can be used to purchase new and exciting methods of boosting
mental capabilities. These include neural-processors, data storage
implants, interface jack-plugs and such forth. The skill of the marine
will determine the level of technology that a mega-corporation will
use on a marine. There is no limit to the amount of corporate credit
that can be spent on individual marines but the higher skilled get
a better return per corporate credit. Technical Aptitude gives bonuses
in the use of equipment including mechanised powered assault armour. Health This
is a measure of how much damage a marine can suffer before being killed.
It is based on the physical prowess of the marine and as such increases
when physical prowess is improved. Equipment This
is a list of the equipment carried by the marine including the stowage
cost of each item or group of items. Maximum stowage is based on the
physical prowess of a marine. A marine cannot carry more than the maximum
stowage. Attempts to pick things up without the capability of carrying
them will fail. Make sure you pick up the most important items such
as weapons and ammo before less important items such as secondary and
tertiary weapons. Certain armours that are mechanised will give a bonus
to stowage. This is only the case when they are worn. An unworn suit
of armour will be very bulky. Marines travel light and much of their
load is automatically assigned to environmental gear, liquid nutrients
and waste recycling. Loading them up with a dozen guns and enough ammo
to support a battalion is not a viable option. Training This
is a list of skills that the marine can perform. New skills can be
purchased for the marine if he has sufficient skill rating and corporate
credits. A list of skills can be found in the appendix and descriptions
of the skills themselves can be found by using the investigate order. Combat The
world of Sarin IV is a dangerous place. Death is a constant threat
to marines and as such they should carry weapons set to hot at all
times. The combat options listed on a marine will indicate what a marine
will use given the opportunity but should the marine be surprised,
the weapons to hand will be used. In all cases where combat options
have been set, a marine will follow these first. Close Combat This
is the weapon a marine will use should he end up in a position where
he can no longer use his ranged weapons. This may be due to lack of
ammo or a close range surprise attack or because the marine has elected
to use a close quarters weapon such as a vibro-blade. As
close combat weapons such as vibro-blades do not have ammo, they can
be used indefinitely. For this reason, a marine must choose which close
quarters weapon they will use. It is generally the case that bigger
weapons do more damage, but take up more stowage space. Combat Options A
marine will use his combat options first and only engage in close combat
as a consequence of specifically opting for this type of combat or
due to lack of ammo or having exhausted all combat options. Where a
combat option applies, a marine will continue to use the specific option
until the situation changes to having exhausted all ammo. For
Example: Smithy has in his equipment a rocket launcher and heat seeker
missiles, an assault rifle and armour piercing ammo along with standard
ammo. Finally he carries a vibro-knife. He has set his close combat
weapon to the vibro-knife and the ranged weapon to assault rifle. His
first combat option is to use heat seeker missiles with a rocket launcher
should he engage other marines. His second combat option is to use
his assault rifle with armour piercing against tough enemies. His final
combat option is to use assault rifle with standard rounds. Each squadron works for a specific mega-corporation and as
such is loyal to them. Intensive psychological programming of marines
ensures that they perceive all other rival squadrons, i.e. those
in the pay of other mega-corporations as the enemy. Aliens are
always classed as enemies as well. The standard attitude is basically,
if it is not one of ours, blast it. Each mega-corporation is concerned with mining the mineral
Sarinite. This is achieved using automated mining platforms. These
AMP's consist of a mineral processing plant and a silo with external
collection point for ore shuttles. If the deposit of Sarinite is
exhausted, the AMP will transform itself into a mobile geological
surveyor. This MGS will then move across the surface of Sarin IV
seeking Sarinite. As the source of wealth for mega-corporations
is the amount of mineral extracted each week, it is in the interests
of squadrons to ensure that their mining operations are a success
and rival AMP's and MGS's are regularly destroyed. Against the
profit for the sale of Sarinite has to be set the cost of having
squadrons. For this reason, squadrons failing to undertake missions
are regularly sent off-world. Marines are also expected to locate and inform their mega-corporation
of any sarinite deposit that they find. At any time a squadron
moves onto a location where sarinite is crystallizing, they will
automatically attempt to communicate with a MGS up to 10 sectors
away. If one is present that is not already en route to a deposit,
it will set a course directly for this deposit. When it arrives,
it will convert to an AMP and start mining the sarinite. The squad
that activated the MGS reaching the deposit will be awarded 5 corporate
credits. Each week the amount of sarinite mined by the corporation
determines the net stock value of the Mega-corporation. This will
be converted to a corporate credit dividend paid to active squads.
The dividend payouts for the leading three mega-corporations are
5, 3 and 1 credits respectively. Marines are also directed to undermine rival mega-corporations
and aliens. This is done by destroying rival and alien AMP's. The
bonus is based on the amount of sarinite in their silo. 1 corporate
credit will be paid per week that the AMP has been mining a deposit.
It is important to note that no AMP will complete mining a deposit
in under 10 weeks and could be there for up to a year. Non-military
Personnel (NMP's) Along with automated devices, mega-corporation uses specialists.
These are non-military personnel. Squadrons often escort them to
specific destinations in order to perform some task. Sometimes
they are returned to base after being picked up in the field. From
time to time, these will get into difficulty and squadrons are
sent to rescue them. These specialists may be busy observing an
unstable terrain on the off chance that it is suitable for deep
core boring. At other times they may be sent to rendezvous with
a automated mining platform in order to perform routine maintenance.
Their own agenda rarely concerns a squadron. Aliens The aliens have their own mining operations. As they have
been mining the Sarinite for decades before humans came along,
they are much more proficient at detecting the mineral once it
has crystallised. This is why many deposits of Sarinite have alien
mining platforms on them as soon as they have formed despite the
lack of a known alien base. GAME MAPS
Each
turn you will receive a map showing the details of your current location. If
you are out in the field, the map will show the terrain of each sector
that is visible from the route travelled during your turn. If other
player squadrons, aliens, structures, drop zones or HQ's are sighted
they will be shown on the map by a number ABOVE the relevant map sector.
A key below the map will provide more information on anything seen. If
you end your turn in a drop zone or HQ, you will receive a map of your
journey and of some of the surrounding terrain. Drop Zones show four
squares around and HQ's six. The
world of Sarin IV is pitted with vast ancient craters with rims that
reach tens of kilometres into the tenuous atmosphere. At these heights
orbital sensors on rival defence platforms are able to pick up and
destroy squadrons and as such squadrons do not enter these regions. Rifts,
ravines and deep trenches on the other hand are unstable and frequent
tectonic activity prevents squadrons from entering these regions. Again
these are impassable and squadrons have to find a way around them. Along with known features such as craters, each terrain can
be classed based on its geological properties. The most common
classification is Stable. This is considered typical base rock,
common to most worlds. On Sarin IV, tectonic and other geological
activities can make this rock unstable. Once this happens, the
rock will undergo a number of metamorphic processes ending in the
formation of Sarinite. These processes are vaguely understood and
as such, regular mapping of the various classifications of sectors
will ensure the continued success of a mega-corporation. The following
table shows the standard geological classifications.
Unstable regions tend to have deep faults that lead far into
the crust of Sarin IV, in places extending down into the mantle.
Where the fault extends both to the surface and the mantle, outgassing
occurs. Huge plumes of escaping gases are cooled along the inside
of the fault. This may form a hydrothermal vent as the condensing
gas forms a liquid. Presuming that the conditions are perfect,
crystallisation of the liquid will produce Sarinite. No known method
of producing these processes in the laboratory has been discovered.
That the aliens, that have been here for some time before humanity,
are still sneaking in to claim their share indicates that it is
unlikely that commercial production will ever be achieved. While no industrial formula for the production of Sarinite
is known, the natural processes involved in its formation can be
manipulated. It is generally the case that experienced field techs
are capable of using specialist equipment to artificially initiate
the process causing the change in the classification. A subsurface
bore can be used to create a deep fault in an unstable region.
This can lead to outgassing. The placement of phononic energy transfer
nets over the vent will lead to rapid condensation. Finally the
placement of seeding devices can produce Sarinite crystals. These
processes are not however without risk. Crystallisation is the
easiest process to initiate while the boring of a deep fault is
the most difficult, the skill only being available to the most
highly rated of field techs. MOVEMENT
During
the game you will spend much of your time moving from one place to
another. Each
squadron has a number of movement points determined by its current
speed. If you choose to move slowly you will normally have 15 movement
points, at medium speed 21 points and at fast speed 26 points. The
movement point total is the maximum number available for the whole
turn. Certain
things can reduce or increase movement points, for example injuries
and mechanised armour. You will be told on your printout how many movement
points you will have available on your following turn if everything
remains the same. If for some reason you will lose some movement points,
you can prevent this if you correct the cause of the loss, before your
squadron uses any of its movement points. FIELD MOVEMENT
At
the end of each turn your current position, the squares you moved through,
and what you could see of the surrounding terrain, is shown on your
printout. Movement points are used each time you enter a new square
or sector. The type of terrain determines the number of points used.
See the table below. You
must have enough movement points to enter each square. If you do not,
you will stop. You can move off the map shown on your printout, although
if you have not been there before, you will not know what you are moving
into!
TRANSPORT
Squadrons
can be transported using drop ships between HQ's and drop zones. This
allows swift access to locations in the field that could take days
or weeks to reach travelling by ground. Each mega-corporation controls
one HQ and 3 Drop Zones. The locations of these will be given on the
report when your squadron ends its turn in an HQ or Drop Zone. Access
to rival mega-corporation's HQ and Drop Zones is strictly prohibited. COMBAT Combat
can be frequent and deadly. It can be started by players but is often
started automatically as a result of your squadron attitude. Aliens
or rival squadrons may also attack you. All
marines begin with some proficiency in every weapon type. Combat
damage is determined by weapon type. Damage is reduced if the target
is wearing armour. Tougher marines are able to soak up more damage
and so are harder to injure or kill. If
combat occurs, initiative and surprise is determined. Your squadron
will continue fighting until they win, reach their bravado percentage,
realise that defeat is inevitable or the enemy flees. When
a squadron retreats, any possessions carried by marines killed during
the battle will almost certainly be lost. Marines killed in the field
of battle will be left. Mega-corporations do not pay for burials. All
marines in combat have a chance to improve their weapon skills, even
if the marines are on the losing side. Weapon skill can also be improved
through training. This costs corporate credit. Aliens
have their own bravado percentages. Few will fight to the bitter end.
Aliens of the same species will have similar percentages as well as
weaknesses and strengths and with experience it is possible to figure
these out. By taking advantage of this knowledge, a squadron can defeat
a tough alien by using the correct weaponry and ammo. If
combat occurs between turns, you will be told of it on your next printout,
though an email with the battle will automatically be sent to you. INJURIES, POISON, DISEASE AND DEATH Combat
is a dangerous business and can result in either injury or death. When
a marine is injured, their health will drop. If it ever reaches zero
they are considered dead. The health value in ( ) shows the marines
top 'normal' health and the other figure shows the current health.
Injuries heal naturally but they can be speeded up by medics or the
use of medical equipment. It
is possible for a marine to become diseased or poisoned. These are
not classed as 'normal' injures and so do not affect health but temporarily
reduce a marine’s constitution instead. Standard medical equipment
have no affect on these types of ailment and require more specialist
help. In time, the effects will disappear by themselves or may even
kill the marine. MISSIONS
In
some open-ended games, players can find themselves wandering aimlessly
without goals or purpose. Space Troopers has been carefully designed
to prevent this from happening. The long term goals of your squadrons
are entirely your own decision but throughout the game you will be
provided with opportunities to accept short term objectives or tasks,
otherwise known as Missions. You may decide which to accept and which
to ignore but all provide some opportunity to advance your skills or
gain wealth. At
all times you will have three missions issued to you by the mega-corporation
you work for. While you need not undertake any, you will only gain
rank and rating per completion of these missions. The higher the rank
of the squadron, the more dangerous the missions generally are but
the rewards for completion of these missions will be substantially
larger than those offered to less experienced squadrons. At
the completion of each Mission your marines will increase their skill.
Further, the squadron as a whole will increase its experience. Finally
the squadron will receive some corporate credit and stellars. ORDER COMMANDS
The
following is a list of the order commands used in Space troopers. Orders
fall into three different categories. 1) General
orders which can be used anywhere. 2) Base
orders which are used only when in either an HQ or Drop Zone. 3) Field
orders which are used only when in the open. ORDER FORMATS
This
is the format or style which should be used when writing your orders
on your turn card. Order formats are always one or two letters followed
by 1, 2 or 3 sets of numbers. The only exceptions are the N and R orders
when you name your marine. These numbers are input into the computer
so that it can understand what you wish to do. On
the following pages is a description of each order. When you fill in
your orders, you fill in the numbers which go inside the brackets (
). Please don't write the brackets. Similar
things in Space Troopers have similar number ranges. These are:
Some
things, such as aliens and items, have both a class and an individual
item number. This is because there is a general number which covers
all things in a category, e.g. all structures everywhere belong
to alien/structure class 800 but an individual Structure such as a
Mining Outpost will have a number between 4001 and 19999. Similarly,
if you are carrying two assault rifles, rather than just saying 2 Assault
Rifles(113), the actual individual item numbers will be shown. This
may seem complicated, but it allows each item in Space Troopers to
be unique. Every item and each of the alien and structures has its
own set of statistics which can change as the game progresses. All
individual squadron item numbers can be shown by issuing the order
I 90. GENERAL ORDERS
AS (Marine or 99) (rank) (option or alien/structure
type or alien/structure number) AUTO
SKILL CONDITIONS. This allows your marines to decide when they want
to use each of their ranked skills. The
system is as follows. Each skill can be given a value from 0 to 9. The number indicates if the skill will be used in a combat. 0) No condition
- Always use (the default setting) 1) Don't use
when engaging weaker alien/structure groups 2) Don't use
when engaging smaller alien/structure groups 3) Don't use
when engaging rival squadrons 4) Don't use
when engaging weaker or smaller alien/structure groups 5) Don't use
when engaging rival squadrons or weaker alien/structure groups 6) Don't use
when engaging rival squadrons or smaller alien/structure groups 7) Don't use
when engaging rival squadrons or weaker or smaller alien/structure
groups 8) Don't use
when engaging alien/structure groups 9) Don't use! Smaller alien/structure groups
are those with fewer members than the squadron. Weaker alien/structure groups
are those where the total health of the alien/structure is
less than 1/5 that of the squadron. For
Example: AS 1 2 3 - Your first marine will not use their second ranked skill
when engaging rival squadrons. For
Example: AS 1 3 180 - your first marine will use the third ranked skill
against alien/structure type 180.
B (marine/99)
(%) BRAVADO.
Very few squadrons will wish to fight to the death. The percentage
you specify is the amount of damage to health your marine is prepared
to take before attempting to flee. It is also not always possible to
immediately break away from a battle, or it may take several rounds
to do so, especially if the alien you fight is a lot faster than the
marine. Setting it to 100% will mean that either the enemy or the marine
will die. For
example: B 4 20 orders your fourth
marine to retreat once he has taken losses of twenty percent or more
of his health.
C (marine) (skill) (target) COMMAND
MARINE. The marine indicated will try to use the designated skill.
If the skill does not require a target enter a '0' for
the target. Details of individual skills will be given on your printout
as you discover them. If
the target of the skill is not currently in range, the skill will be
stored, ready to be used if you meet the target later in the turn.
The COMMAND order takes preference over any specified by the Options
order. Only one COMMAND can be stored per marine per turn. For
example: C 1 453 4020 command marine
1 to use skill number 453 (bio-analysis) on alien 4020 if in range.
If it is not in range but is later encountered and fought, marine 1
will automatically (if possible) use skill 453 on alien 4020. Invariably
a command to use a skill requires the need for a piece of equipment.
In these cases the three numbers of the skill used form the first three
digits of the skill parameter and the last digit of the item type forms
the last digit of the skill parameter. For
example: the skill Boosters is number 454. This can use Adrenaline(371).
If this is used by marine 1 on marine 3, the order to use the Booster
is therefore: C 1 4541 3 In
cases such as ranged weapons, ammunition will also be required. With
these, the skill indicates the weapon used and only the ammo is specified. For
example: C 1 1145 0 commands marine 1 to use advanced assault rifle(114)
along with flare rounds(315). As there is no target, this will be stored
to be used in the next combat as first choice. In this case there was
no need to indicate that an assault rifle was going to be used as this
is implied by the advanced assault rifle skill.
E (target) ENGAGE
ENEMY. Attacks by aliens, or resulting from a hostile attitude will
begin combat automatically but a squadron wishing to start combat against
a particular target should use this order. The target could be a specific
alien, a alien type, NMP or rival squadron. This order remains in effect
until you either find your target, issue another Engage order, or end
your turn, whichever comes first. If you issue several Engage orders
while the target is in the same location, you could end up fighting
your enemy several times. Example:
E 2123 tells your squadron to attack on sight if they meet, or are in
the same place as, squadron 2123.
H (marine/99) (target) (item) HAND
ITEM. Give an item to another marine or NMP. A target of 0 will discard
the item in the current location, if you’re not in a base. For
example: H 3 4 111 tells
marine 3 to give marine 4 item 111. H 5 0 113 tells marine 5 to discard item 113.
I (target) INVESTIGATE.
Your squadron will investigate the target and tell you all it can about
it. This order will be an important source of information, especially
at the beginning of a game. You can investigate almost anything, your
squadron, items, alien/structures, skills etc. A target of '0' will
cause your squadron to search its current location and surrounding
sectors when in the field. The target must be a number. For
example: I 801 will ask your squadron to find out all they
can about alien/structure type 801. Note:
I 90 will reveal the specific item numbers of all your squadron’s equipment.
L (marine) LEADER.
You can appoint one of your marines as leader of the squadron
N (marine) (new
name) NAME
MARINE. You can rename one of your marines. For
example: N 3 Big Mic would give a new name to marine 3.
O (marine) (rank) (skill
and or ammo/0) OPTIONS
FOR COMBAT. With this order you can choose which skills and or weapons
and with which ammo your marines try to use when in combat. The rank
can be 1 (use first), 2 (use second) etc up to 6. Once combat occurs,
your marines will try to use the skill or weapon at
rank 1. If this is not possible (not enough ammo, does not have the
weapon, etc.) or is totally inappropriate (e.g. Medic when nobody needs
first aid) the skill ranked second will be used, and failing that,
the skill ranked third. The
Options order can be changed by either choosing a new skill or deleted
by entering a '0'. NOTE:
This order is overridden by the COMMAND MARINE order. For
example: 0 3 1 450 will order marine three to be ready to use
skill 450 as his first skill in the event of combat.
R (marine) (name) RETIRE/RID
MARINE. This order allows you to remove an unwanted marine from your
squadron. Unless you remove their possessions first, the marine will
take everything they are carrying with them when they leave. It is
not be possible to change your mind so be sure that you really want
to do this before issuing the order. Note:
The N and R orders are the ONLY orders in which one of the parameters
is a word. For
example: R 3 Big Mic will make marine
3, Big Mic, leave your squadron.
S (speed) SELECT
SPEED. Speed can be 1, 2 or 3. Your
speed will remain the same until another Select Speed order is issued
while in the wilderness. A squadron with speed one has 26 movement
points, with speed two, 21 points and with speed three, 15 points.
Your total number of movement points is the number available for the
whole turn. The slower you move, the more time you have to search for
hidden features, the less likely you are to be ambushed, walk over
a claymore field or fall through thin rock into a fissure. For
example: S 2 selects a medium speed of 21 movement points.
SM (marine) (marine) SWAP
MARINES. You can change your squadron's marching formation using this
order. Marine 1 is considered to be on point duty. This makes the marine
vulnerable. For
example: SM 6 2 will have marine
6 move to the second position in your squadron. If a marine was already
in slot 2, they will swap places with marine 6.
SX (marine) SEX
CHANGE. This changes the gender of the marine from male to female and
vice-versa. Ah, the wonders of modern science.
U (marine) (item) (target) USE
ITEM. The marine will attempt to use the item on the target. The target
could be other item,
a alien/structure, or a squadron. This order can be used for just about
anything but normally is used to equip
a marine with a new weapon. For
example: U 11 361 4523 would tell marine 11 to use item 202 on alien/structure
group 4523. Note
1: To equip the marine with a new weapon or use an item on himself,
you should use a target of '0'. For
example: U 2 113 0 equips marine 2 with 113. W (target) WATCH
OUT FOR. Your squadron will keep a special look out for the alien/structure
or squadron specified, until either a new W order is issued or you
use a target of zero to cancel it. When in effect, this greatly reduces
their chances of ambushing you. For
example: W 819 tells your squadron to be alert for any alien/structures
of type 819.
Y (mission) YES
TO ACCEPT MISSION. Issue this order to accept a mission which was offered
on your previous printout. A maximum of three missions are allowed
per squadron. When you have completed your mission, issue the Y (mission)
order again to receive your reward. If you forget what you still have
left to do, or where to go, issue the Y (mission) order and you will
be reminded. For
example: Y 1232 will have your squadron start, learn about
or end mission number 1232.
Z (mission) ZAP
MISSION. If you accept a mission and then decide you no longer wish
to complete it, you can use the Z order to cancel it. This incurs the
loss of 1 corporate credit for wasting the corporation’s time. For
example: Z 1232 will remove mission number 1232 from the
missions your squadron is doing. H (marine/99) 0 (item) HAND
OVER ITEM You can sell your
unwanted equipment items while at HQ's by handing them over. If you
use '99', everybody in your squadron will try to hand one of the item
in. N.B.
Don’t expect to get any cash for selling a marine’s free starting equipment! For
example: H 2 0 111 tells marine 2 to sell item 111.
P (marine/99) (item) PURCHASE.
Attempt to purchase an item or use a service. Whenever you end your
turn in an HQ or Drop Zone, a list of the transports available in each
will be shown on your printout. In the case of HQ's you can also buy
items and learn new skills. To
make all marines in your squadron purchase an item, use the code '99'.
If you use '99' to purchase ammo, only marines with the appropriate
weapons will attempt to buy it.
For
example: P 1 111 will tell marine 1 to purchase item 111. P 99 215 will
tell the whole squadron to each purchase item 215.
R(type - H,D,F
or M) (amount of corporate
credit) (Name) RECRUIT
NEW MEMBER. Your squadron will requisition a new member of the marine
class chosen. While you do not need to use corporate credit, greasing
palms will ensure that more experienced marines will join your squadron.
Offer a small fortune and you get a highly skilled marine. The
different marine types, and the letter you should use to indicate who
you require, are shown below: Heavy
Weapons (RH) Medic
(RM) Field
Tech (RF) Demolitions
(RD) A
squadron can have a maximum of five to nine members depending on
rank. You have a free choice of name but it can be no more than twenty
characters in length. We reserve the right to change any names deemed
unsuitable. The
new marine will take the first free marine slot from your squadron
listings. e.g. if marines 1-3 are all taken then he will become marine
number 4. It is important to remember this if you wish to issue the
marine with any orders on the turn they join your squadron. For
example: RH 7 Banks will offer 7 corporate credits for a heavy
weapons marine with the name Banks. A (target) AMBUSH.
Your squadron will prepare an ambush against the squadron or alien/structure
type indicated. This order remains in effect until your next turn
begins. e.g. at the end of your turn your squadron will lie in wait
and attack the target if it passes through your current location.
Should this occur, you will be told the results of the combat on
your next turn. For
example: A 3222 tells your squadron to ambush squadron number
3222.
D DUST
OFF. This order can be used anywhere in the field. Its use immediately
removes the squadron and any NMP's associated with the squadron from
their current location and returns them to the HQ. Calling in this
favour costs 1 Corporate Credit per marine/NMP. As this order obviously
gives away the location of the squadron it is not used for depositing
squadrons anywhere in the quadrant. To do so would be to sign their
death warrant by an orbital bombardment.
M (direction code) MOVE.
This allows you to move your squadron, sector to sector, following
the movement code given. A maximum of seven movement directions may
be entered per M order. If movement ends in a base sector, not necessarily
at the end of your turn, your squadron will automatically enter that
base if it is friendly. For
example: M 557 will move your squadron south two sectors
and then west one. T (target) TRACK.
This allows you to track alien/vehicles, NMP's and other squadrons.
If they discover the trail, they will follow the tracks until they
either meet what they are following, lose the trail, or run out of
movement points. For
example: T 849 tells your squadron to follow the trails
of any alien/vehicles of type 849. QUICK REFERENCEGENERAL ORDERS Auto skill condition AS (Marine or 99) (rank) (option or alien/structure type/number) Bravado B (marine/99) (%) Command Marine C (marine) (skill) (target) Engage Enemy E (target) Hand Item H (marine/99) (target) (item) Investigate I (target) Leader L (marine) Name Marine N (marine) (new name) Options for Combat O (marine) (rank) (skill/0) Retire/Rid Marine R (marine) (name) Select Speed S (speed) Swap Marines SM (marine) (marine) Sex Change SX (marine) Use Item U (marine) (item) (target) Watch out for W (target) Yes to Accept Mission Y (mission) Zap Mission Z (mission)
BASE ORDERS Hand Over Item H (marine/99) 0 (item) Purchase P (marine/99) (item) Recruit Heavy Weapons RH (Corporate Credit) (Name) Recruit Demolitions RD (Corporate Credit) (Name) Recruit Field Tech RF (Corporate Credit) (Name) Recruit Medic RM (Corporate Credit) (Name) FIELD ORDERS Ambush A (target) Dust Off D Move M (direction code) Track T (target) NUMBER RANGES
(Used for Target in orders above)
MOVEMENT DIRECTION CODES
KJC Games, Thornton Cleveleys, Lancashire. UK. FY5 3UL Tel: (01253) 866345 Fax: (01253) 869960 Web site: http://www.kjcgames.com Email: enquiry@kjcgames.co.uk
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